http://i266.photobucket.com/albums/i...6/volcanic.png
Need to work on the sky a bit more. I fixed up the lighting... I think.
Printable View
http://i266.photobucket.com/albums/i...6/volcanic.png
Need to work on the sky a bit more. I fixed up the lighting... I think.
Particals look better. What has happened to the texture in that image above? The lighting is better but where's the grass and shit.
Also add a light in the middle of it where the lava would come from, make it an orange colour, actually fuck that, add two or three with some orange and yellow colours and add a glow coming from the top.
I would +rep you but I can't yet.
I realized most rocky bumpy volcanic mountains don't have grass on them =\
Next thing on the to do list is add some lava flow.
Whats with the square particles.. that repeats wayyyy too much, very obvious to see the square brush.
There not square =\ There mesh.
Shape is square, so it's square. The colors inside the square make it look like dice, but it's still a square.
But not directly on the rock also The fire particles are sperical and the smoke is using facing and a spherical particle. 2 emitters for smoke and 2 for fire.
it doesn't matter what shape it is; the problem is the repetition. The plume is clearly made of hundreds of identical particles. Idk if that means you need to work on the particle blending or if you need to make more particle permutations.
Make the particles more "rocky" and not so much "smokey", also, clear up a bit of the smoke or w/e around the tip of the volcano, or add more textures to make it more interesting, also, lava, red/yellow/orange? Hot colours, the colour you have there is more... pink? =/ Ideas. :)
Ducky I think you mean make the textures more detailed and less blotchy. They were talking about the particles being the fire.
Just messing around with CrazyBump using that ramp texture from halo with the purple light thingies (looks like it belongs in GoW or UT3 maybe).
http://i78.photobucket.com/albums/j8...AY_ll/ramp.png
http://i78.photobucket.com/albums/j8...titled-1-5.png
In the epic battle that is of gummies, only one can reign supreme. Will it be the heavily outnumbered Bears? Or the under equipped worms?
http://www.llamajuice.com/img/wormsvsbearsthumb.jpg
clicky for full res.
Point of this for me... was to take something very serious (war) and to try to make it silly.... but still make the painting look "professional"...ish. It was for a project for school.. and what's awesome is that since we don't have to shoot for realism we can develop our own style and just have fun with it, while still getting a good grade.
:D
gummy worms ftw btw
some terrain i modeled.
http://i148.photobucket.com/albums/s...belonghere.jpg
It's a good start like I said over at halomaps. It still needs some work though. It just doesn't look natural enough but your getting there.
I like it.
It looks nice, just apply smoothing groups.
So, I just got IM'd by Halodoan. He got my hammer skinned:
http://img166.imageshack.us/img166/8...erskin3gl5.jpg
I think this is the first thing I've made that has ever been skinned. I think it's pretty cool. Something's up with the strip lighting on the head, but otherwise, cool.
If you like it, rep halodoan, not me.
Zoom into it and make the render like 1024x768px. Can't really see detail.
Looks pretty nice disaster, but the water textur seems kind of crappy or its some shiny sand or something. Doesn't really look like water at a double take. :/
Improvement is good though, keep trying!
TG?
I need to work on the water reflection. I was playing around with mental ray today and :iia:
Whoa Nice picture :iia:
Must Spread Rep some MOAR!
Picture is okay, it has been seen too many times before.. A close up flower. Maybe try something a little different next time, either way it is pretty good.
Sunsets aren't only one color. Add more purples and blues near the top/middle of the sky
Cute.
Water still looks a bit edgy, are you using a bitmap or is it a plane?
Make the water's geometry actually different. A flat plane with a bump map doesn't make realistic water.
Elephant which is nearly finished, don't bother saying that it is blocky, bungie made it blocky I made it blocky, I am not in the mood to start changing their design about because the computer had the blue screen of fucking death once, and the file when corrupt.
And it was like 80% finished and I had to start again from about 20% version of it.
And yes, It all needs tweeking becase there are multiple errors and it is not very accurate.
[quote=Hunter;281067]..because the computer had the blue screen of fucking death once, and the file when corrupt.[quote]
Welcome to atleast one sixteenth of my world, god I really wanna trash this piece of shit PC.
On a topic related note, the model looks good. Nice high-res render, +rep for that. I don't really remember what the elephant looks like.
http://i266.photobucket.com/albums/i...purplelulz.jpg
New sky with a quick photoshop to touch it up.
Edit: Off to work on the water
Clouds look way too pixelated, or scratchy/airbrushed. Fix it, clouds are soft not dotty.
http://i266.photobucket.com/albums/i...216/better.jpg
noise modifier ftw
Now the water is too rough and edgy. Looked better before.
Hate to say it but its actually getting worse, you added more purple/pink to it which is good, but now i feel like there's not enough orange/red. Try to balance it. Water looks unrealistic now.
Get Dreamscape if you can, its what i made this with:
http://i199.photobucket.com/albums/a...ousesunset.jpg
You can do basically the exact same thing your doing, but a lot easier with it, except i didnt really bother to make a really fancy render with mine.
That reminds me of TF2, with the soft reflections in the water...
But yeah, disaster, now the water looks a bit like metal/scratched chrome, I think you should have kept it the way you had it before (textured plane). But maybe you could make the bump a bit softer/blurred, so it isn't so sharp.
http://i148.photobucket.com/albums/s...1R/sdaswip.jpg
I know, im still bad at textures.... http://i186.photobucket.com/albums/x236/CC128/cry.gif
Good design with the black lines, but why do you have like a green glow around them? Scratches are too dark and there is really no definition of what the texture is supposed to be... Metal, wood or what?
Try to improve on your skills at maybe defining what it is supposed to be, otherwise the basic drawing is a good design just the colors and texture (What it is) need lots of work.
I can never get that green forerunner look.
Im better at the grey metal stuff... thanx for the crit though
If you can make metal just overlay a green layer or make a new layer over the metal filtered part, then just fill the layer (Or parts of it) to the intensity of green you want and change the opacity.
Pretty realistic render, although the glass isn't really shown and it looks sort of plastic. Given away by the pop off bottlecap. Nice design, is it an actual drink or is that just for luls?
E: This is in response to killers texture, i took forever to type it though.
Needs more... depth and variation. For example parts that seem like they're elevated need to look more like they are higher up, and with a different colored metal. Its mostly all very similar colors which makes it very bland, add some variation.
Also the scratches, they look unnatural and like you just randomly dodged around with no real thought to it. For instance you have scratches going straight across areas where its supposed to be at different heights, when realistically it would not scratch like that.
The design looks pretty good but seems a little screwy in some areas. like its meant to be mirrored but its different in some areas. its mainly the middle polygons things, they are not centered within each other, and one side is not the same as the opposite side.
I'd say go back to the original part (before you added the scratches and colors, just the lines) and mirror the top right quadrant across to all four quadrants. then it should be all symetrical then you can proceed to paint the color.
/rant, hopefully that helped.
Okay, well I don't have the layers with the lines anymore.
I practice more =]
xfire nao
also texture needs alot of work. Looks like you just painted the patern onto an uninteresting background.
Bawls is a real drink. I have some right here :D
Ill get pic in a sec...brb.
Another base texture this time it's mud:
Random google image:
http://i78.photobucket.com/albums/j8...ud_closeup.jpg
Went into photoshop and got it to tile:
http://i78.photobucket.com/albums/j8...fuse_final.png
Then used CrazyBump to get my normal,spec,ambient maps which comes out looking like:
http://i78.photobucket.com/albums/j8...l/viewport.png
Pretty nice, actually.
Nice idea, a tad cliché, but still done decently. Could use more saturated greens and the shot is slightly underexposed. Also, shooting with the sky backlighting your photo wasn't a good idea, it caused lens flare and of course a blown-out white sky.
E: more like this maybe?
Woah, looking much better! Also, not entirely relevant, but since I'm obsessed with photography, the composition would look better if the horizon wasn't dead-centre.
IMO the water still needs work. It looks too rough to be water.
Not to nitpick, but maybe a little more orange and green in the sunset, and as far as the horizon being centered, I think its better centered because you get a good view of sky, sun, and water.
Blur it or something, Make it a "bit" smoother
http://i266.photobucket.com/albums/i...6/better-1.jpg
Looks the same to me :confused:
403'd!
Can you make the waves taller?
mb it looks too still.
Add some random sea monster :p
Just kidding Lol.
I still think the waves should be a bit more blurred like...
So I got bored and made these, I think they're pretty accurate to the originals. Are they? Also, suggestions for others I should do? Also, they're SWF files, hence lack of transparency :saddowns:
http://sa.tweek.us/emots/images/emot-fappery.gif
:cop:
p awesome reaper :neckbeard:
Add fingers to the fapper, also this guy http://sa.tweek.us/emots/images/emot-gizz.gif
Decided to practice a bit on my modeling and managed to find an old backup of my hardy daytona model, over the last couple of days, I gave it a bit of a touch up added some motor components, fixed the seat, mirrored what I had, and added an auto smooth to make it look prettier. Would like to know what I can fix with what I have so far (without adding the obvious missing front wheel, i'm already working on that with some new handle bars since the old ones where crap). Also note that the bulge is a placeholder and is going to replaced with one that has the elongated nose and the headlight.
http://i13.photobucket.com/albums/a2...rdydaytona.png
Original one from the game:
http://i13.photobucket.com/albums/a2...2af8d542_o.jpg
There is a smoothing error on the seat but that's about all I can spot. Looks good.
The gas tank looks fugly. Angle the exhaust pipes upward a little.
Sorry havnt been on the forums for some time now and Im catching up on everything. It looks very nice but shouldn't you make a specular map, instead of painting the specular on the medal. I when I tried texturing was always critisised on those specific things. Just informing what I was informed some time to go.
That looks really good.
Wireframe?
Also why does it have the ( W ) on the side?..
I have no clue but its on the h3 sniper rifle.
It is? I never saw it then, and it's not really necessary.
The W was on the Halo 3 one so I modeld it in, made this so I could try that AO thing I've been hearing about.
Anyways heres the wireframe
http://img301.imageshack.us/img301/2...sniper1mf8.jpg
Looks pretty good but get rid of the mirror line in the back and the trigger. Also the polygons by the little crevice on the stock, or part behind the trigger handle, seem kind of weird..
EDIT: Whats the tri count?
Try getting it down to 4k tri's. It really shouldn't be above that for the level of detail in the model. Leave the W out, for instance. That can be done in a bitmap. The pistol grip could have a lot less tri's too, it technically doesn't have to be anything more than a box. Even if you wanted it to look less boxy, you could still do it in less tri's than you have. Most of the indents on the stock could be put in the bitmap as well, you don't need that in there. No one even sees the stock that often. If you get rid of that stuff, you should easily have it down to 4.5k tri's.
Is this going in game?
Also, there a segment on the front end of the scope.
It's going ingame.
It's currently 4.8k tris
http://img528.imageshack.us/img528/9654/sniper3ob7.jpg
Skin it, make the FP version better (Delete the front part of the barrel, the one you don't see in the FP view) to save some FPS.
That wont save you anything, don't even bother.
Soooo, I got terribly bored and decided to make a render of what I have with what I learned in vray during the past few days. Here it is :D
There are no textures in this render. I think I kinda went overboard with the chrome on some parts though...
http://img410.imageshack.us/img410/783/hardurx0.png
chrome is perfect.... fack I need to get back into modeling :(
http://img291.imageshack.us/img291/9...tchcopypf8.jpg
for the modeling contest
Looks nice, I would +rep but got to wait 24 hours.
I think he is. Also new sig.
Pedobear is cut out badly, Awesome smiley has like 90% Opacity, Needs a 1px black border and text needs a change.
Very nice.
Here is mine:
http://i231.photobucket.com/albums/e...apcconcept.jpg
Wind pretty much said what I was gonna say about your new sig.
I sorta have a concept in my head, but I cant really draw, I don't know anything about military stuff, I've never modeled a vehicle, and I'm going to be very busy with school starting back up. Don't think I'll enter but maybe I can try, I'm not sure if my concept will even qualify, Its a little unorthodox.